Stellaris

Stellaris

Commonwealth of Man Lost Colony Origin Fix 2.7+
13 Comments
Grand Poo-Bah de Canadiannaise 13 Nov, 2023 @ 1:34am 
so... this is the only "lost colony fix" mod that I could find...
I create custom CoM, UNE or other Deneb or Sol starting variants, and the Lost Colony origin civs will not connect with each other. Ex: I play custom CoM, and UNE is not the home planet/original origin, and there's some other frustrating empire spawned acting as the CoM/"Lost Colony"'s parent... any help?
OldEnt  [author] 29 Oct, 2020 @ 4:19pm 
I can confirm this mod is no longer required as Stellaris 2.8 addressed bugs this mod fixes.
OldEnt  [author] 22 Oct, 2020 @ 3:40pm 
Bug fixes included in this mod are mentioned in the Stellaris 2.8 Patch Notes [forum.paradoxplaza.com]:

* The UNE now spawns as intended when playing as the Commonwealth of Man.
* Unity should now always spawn as a continental planet when playing the UNE.


This mod most probably will not be needed in 2.8. Rejoice!
OldEnt  [author] 18 Oct, 2020 @ 8:04am 
Real Space version by bighungryjames is now available and can be found here: [Real Space] Commonwealth of Man Lost Colony Origin Fix 2.7+ .
OldEnt  [author] 9 Oct, 2020 @ 2:24pm 
I set Technocracy from Void Dwellers Expanded to never spawn as to not mess up with people's roleplay games. If you want it to spawn just "edit" Technocracy, save as a new preset empire with the same name and mark as always spawn.
imkat98 9 Oct, 2020 @ 12:27pm 
Out of curiosity would having this mod and viod dwellers cause the technocracy to spawn while I play COM?
OldEnt  [author] 28 Sep, 2020 @ 1:30pm 
Side note: Once human empires are spawned it is safe to remove this mod.
OldEnt  [author] 28 Sep, 2020 @ 1:28pm 
Hi, I am glad you found this mod useful! The event fires the way it is because it was easier for me to load the game and instantly know if the fix works or not. But you are right, on_game_start is more elegant solution, I will add it to my to-do list and hupefully update shortly.
Panteradactyl 28 Sep, 2020 @ 6:48am 
First, kudos to you for fixing this, I tried to figure out what the problem was myself but gave up after about an hour of trying and failing to problem solve. Second, why not have the CoM planet-fixing event fire during the on_game_start action?
OldEnt  [author] 12 Jun, 2020 @ 9:06pm 
New feature:
Void Dwellers Expanded mod support - will spawn United Nations of Earth (advanced empire) and Commonwealth of Man if you play as Technocracy of Man prescripted empire from the mod.
OldEnt  [author] 30 May, 2020 @ 9:11am 
It's a matter of taking vanilla code and tweaking it to your needs
OldEnt  [author] 30 May, 2020 @ 9:09am 
I see no ready why it shouldn't. I made the same thing for my custom Human empire spawning UNE ( see Void Dwellers Expanded mod comments section). The initialiser spawning second empire is looking for
- same portraits (species names matter as well if you want them to be regarded as 'the same'),
- country flag of prescripted first empire (code flag, not emblem, see prescripted countries folder and look for human2 empire - that's Commonwealth)
- and origin as a trigger (doesn't have to be origin really).
It also checks if the special system has already been spawned etc.
See Commonwealth SP sol initialiser in this mod, you will see the exact triggers and how second empire is spawned.
labgnome 30 May, 2020 @ 6:56am 
So I have a question for you: I want to create a UNE/COM type of situation for alien species, would it be possible to set that up with both species pre-generated and force spawned, or is the UNE & COM special?